Sunday, 2 April 2017

Player created NPCs

One of the easiest methods I’ve used to get players invested in a game background is for them to create contacts for their player characters. This works particularly well for urban settings, and it gives the sense that the PCs are part of the world.

It also helps me in several ways:

As sources of information and clues (“Hmm, that sounds like something your ex-boss would know something about”)

As emotional hooks - if the players have created the NPCs, it’s likely they care about them. And if they care about them… (“I thought you ought to know, Sam is missing.”)

Fleshing out the world in ways I hadn’t thought of (“So there’s a cobbler on Grape Lane, I didn’t know that.”)

Interesting NPCs allow me to have a bit of fun roleplaying.

I also do this for my pre-gen one-shot games. For example, I am currently running The Bone Swallower, a Fate Accelerated urban fantasy adventure set in London (inspired by Neverwhere, Rivers of London, and anything else that has taken my fancy).

I gave each character a list of three contacts, and asked them to choose two and also to define their relationship.

Because this is a one-shot (and because I will publish it online in due course), I’ve developed each of the NPCs so that someone else can use them. (If these were player-generated, I would expect them to do as much of this as possible.)

TiberiusImmortal Roman Centurion, Lady Serpentine’s bodyguard, hunting my true love’s murdererSkilled (+2) at: Fighting, killing, protecting. Tracking, finding Other London’s hidden spacesPoor (-2) at: Modern technology, falling ill, holding my liquorStress: O O O
Tiberius was born in 80AD, and simply didn’t die. He served on Hadrian’s Wall, and stayed when the Roman forces withdrew. In 1668 he lost his one true love, Serena, to a vampire called Zerkisti, and has been hunting it ever since. Tiberius has been serving as Lady Serpentine’s bodyguard since 1888, when she sought personal protection following the Ripper murders.

As for The Bone Swallower, the characters have already visited one of their contacts - they did it in the first session.

Note that I didn’t do this for The Crasta Demon nor In Whom We Trust because in both cases the scenarios involve the characters going into the wilderness and leaving their contacts behind. Adding contacts would have been a distraction. When I come to write a follow up to The Crasta Demon set in the great city of Broken Arch, then I will give the characters contacts.

(And I didn't do it for my older adventures because I hadn't learned this trick then.)

Why don’t we do this more often?

I find that creating NPCs is such a powerful tool for creating plot, background and helping the characters get involved in a setting, that it seems a bit strange to me that we don’t do it more often.

But maybe that’s a result of our wargames heritage - it seems to me that many tabletop rpgs are little more than thinly-disguised miniatures wargames with hero figures, but that’s a topic for another day.